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  1. 3 points
    Maybe not head choppers, but they sure funded, trained, equipped and gave intelligence to a lot of bomb vest wearers.
  2. 2 points
    Hezbollah came to rule in Lebanon through a solid win in democratic parliamentary elections though it looks like I'm arguing with "Stars and Stripes" editorial
  3. 2 points
    Well go back to single-player, and stop keep playing H2H with her.
  4. 2 points
    (Again, all very broadly. These all follow from the basic 3:1 ratio. All examples are from the perspective of the attacker) Platoons will rarely be assigned a decisive objective, independent operations on the CM scale are limited to things like patrols or reconnaissance. Typically, they're doing a job to support a company move (e.g., moving to this unoccupied hill to provide cover for second platoon's movement). Companies typically have one main objective, using their platoons to support each other in taking it. (Assault this hill) Battalions therefore typically will have two objectives. This might be "Lead an attack against this hill, then defend it against expected counterattack", but it might be "Lead an attack against this hill, then continue the attack against this other hill". Brigades will then typically have three, etc.
  5. 2 points
    Real answers are highly variable, but: Battalion frontage in attack is something like 500-1000m. In defence, at least double that. Battalions have the assets to operate independently - they often have the radios, light artillery, AT guns or other assets (like the British carrier platoons) embedded in at this level. "Independent" means a couple of days, typically, which gives you an idea of how far they could reasonably advance. Obviously absolute values are useless, since that's entirely terrain and enemy dependent (i.e., one day advance through the Desert is a lot more than one day through bocage country). Opposition is still figured on the 3:1 ratio, so although you might be manouvreing a battalion versus another battalion, you'll be trying to engage the battalion against a single company. Note how much wider the defence frontage is compared to the attack frontage.
  6. 2 points
    The Fedayeen occupying the town however have bigger concerns than the mosque. Recent students from Syria, Jordan and Saudi Arabia, they have not experienced any of the sheer terror of modern combat. 1st Recon units start moving towards jumping off positions. Unfortunately trying to drive a bunch of Humvees through even a lightly occupied town with one sniper in CM isn't gonna end up looking at all like what 1st Recon did in Al Gharraf. Assassin 1 units move into their forward position...…… on foot By the way if anyone is interested there is a nice site with google map links for the major locations in 1st Recon's drive on Baghdad. Also a really nice pic of their pimped out Humvees LOL http://www.americanspecialops.com/usmc-special-operations/marine-division-recon/1st-recon-generation-kill.php I've substituted Al Rafai for Ar Rifa- According to Google maps that is it's proper name. It's eventually gonna be Mahmudiyah in the Triangle of Death for units of the 4th ID when I get around to editing the map for that. Your map is getting near as much use for me as LLF's Ramadi map @George MC
  7. 2 points
    MARINES At 1011 hours local time (0911 zulu) Task Force Wasp arrives off the coast of Al Mout and begins preparing for disembarkation. To support the Marines, a large number of aircraft from both the Wasp and Enterprise are launched and settle into their on call air stations. By 1022 local, all aircraft are at their stations and the Marines are ready to disembark. Regime forces have not been able to detect my ships, until now. Task Force Wasp is within visual range of the city, and both the U-2 and Global Hawk UAV are showing a lot of increased military activity in the city. The good news is it appears the Regime has been taken by surprise. Most of their armed forces in the city appear to be trying to secure and triage targets stuck by the Tomahawk strikes or are centered around the Canadian consulate. There do not appear to be many Regime forces near the US consulate, though that is likely to change quickly. Having the city under complete surveillance like this gives me a definite advantage. As Marine AAVs begin to hit the water, air controllers aboard the Wasp coordinate with the U-2 and Global Hawk feeds to begin directing airstrikes in the city. The Marines are entering Al Mout with a bang. At 1025 local time, the first wave of Marines hit the water. Four AAVs carry the reconnaissance platoon, scout sniper platoon, and the engineer platoon. In the distance smoke columns can be seen rising into the sky, marking the locations of the Tomahawk strike targets. Flying overhead are a pair of Super Cobra’s. They are initially tasked with scanning the beach for any hostile presence and engaging it if it exists. For now however it appears that the beach is completely undefended. That could quickly change. It is only a matter of time until someone in the city realizes there are amphibious vehicles on their way to shore. It will take roughly 5 minutes for the AAVs to make a one-way trip. That means that the first wave of Marines, a relatively small group, will be alone for at least 10 minutes. This initial landing will be one of the most vulnerable instances the Marines will have to face. They are not completely helpless though. In addition to the two Super Cobra’s, much of the city is under active surveillance. If Regime forces make a move for the beachhead they will be quickly spotted, and orbiting CAS aircraft can be vectored in to interdict them. The Cobra’s spot and engage a few enemy vehicles on MSR Market just inland from the beachhead as the Marines approach. If the Regime didn’t know we were coming, they do now. As if to confirm it, a flurry of activity is seen. Armed personnel are seen pouring out of a large building complex in multiple directions. This situation quickly becomes a serious problem. Based on what is being observed, it appears that the building complex is some kind of assembly area for a large contingent of dismounted Regime infantry. This building complex sits at the intersection of MSR Wiley and Market and is directly next to blocking position Bugs. A Company’s blocking position and route of advance into the city to the US consulate appears to have an enemy assembly area smack in the middle of it. Before Marines have even put boots down on hostile soil, the fog of war rears its ugly head. Intelligence failed to identify this concentration of enemy forces at a critical spot. The solution is simple, an old but true tactical maxim. Most any problem can be solved with the proper application of firepower. And firepower is something the Marines have in spades. Two Hornets loaded with 2000lb JDAMs are ordered to strike the building complex. The first JDAM misses its target by about 8 meters, slamming into the dirt road next to the complex. The second JDAM is dead on target. While this goes a long way to mitigating this potentially serious issue, it does not solve it outright. The remains of the complex will have to be swept by elements of A Company in addition to establishing blocking position Bugs. This will add a time delay to the plan, prolonging the time both the Marines and consulate personnel are exposed to danger, increasing the chance of taking casualties.
  8. 2 points
    Frenchy56

    Aris M4A1 "Mid" not appearing?

    Aris did not create a Sicily (tan) version of the M4A1 Mid. Only a mainland (mickey mouse) camo and an OD scheme exist. Personally I had noticed this a while ago and did some switching and stitching to fix that. Unfortunately I won't have my home PC until the end of the week to share it with you. Also, here's to hoping he'll be back for R2V. Right now the Brummbars are sticking out like a sore thumb, and so will the new 76 Shermans and StuG IV.
  9. 1 point
    Rinaldi

    [AAR] UK - Recipe for Disaster AAR

    Hey everyone, figured I'd share an AAR of a recently completed single player mission. I know its not as dramatic as a MP battle but I simply don't have time to commit to PBEMs as of late and as I'm sure everyone is aware single player has been much revitalised since the 4.0 patches - it's also a great way to remind people that even if the engine is showing its age, it's a good looking one. Taking the time to make an AAR lets me slow my roll, enjoy the action a bit and learn in the process. I'll be updating this roughly every couple of days, everything's already complete. More to come I believe if there's enough interest. Without further ado: ____ Recipe for Disaster Situation: It is the 27th of June 2008. The coalition invasion of Syria is in full swing. I am the commander of A Company (Coy) of the 1st Battalion (Scots Guards) of the 1st Armoured Infantry Brigade. My unit is currently stationed at an abandoned palace at the edge of the Syrian desert, resting and refitting after a series of actions. The bulk of the brigade is conducting operations to isolate city of B’ir Basiri in advance of lighter units assaulting to reduce it. This area was supposed to be quiet and clear, yet alarmed messages from HQ and dust clouds on the horizon herald trouble is afoot and it’s coming for us! Evidently, a Syrian force has managed to remain unmolested in the desert as intelligence and air assets focused their attentions on B’ir Basiri. Battalion and Brigade are organizing a quick reaction force and are promising us priorities from several indirect and air power assets. For now, I must look to the defense of my command with what is to hand. Enemy Forces: Unknown. Electronic intelligence has identified radio-communications between what appears to be at least three separate callsigns. This suggests that the enemy approaching me may be a battalion in strength. Key Terrain and Enemy Courses of Action: Much about the enemy is unknown, asides that they are advancing on us from the west. I have identified three general courses of action the enemy could make: The battlescape, with an overlay showing Key Terrain (KT) and what I believe the enemy can and will do. Course of Action (COA) 1 is a thrust through the open desert to the NW into a shallow dip in the ground. While not visible in the above overlay, there is a sandy piece of ground with a grove of palm trees as you approach KT01 that could provide cover. This first course of action I largely discounted: it had the least cover and an advance over it would be exposed to no less than four of the positions I had planned on occupying. Looking west towards KT 01 (left) and 02 (right). Asides from scrub and chaparral, these rises offer little cover and concealment but are undeniably good positions in a pinch. COA 2 was deemed a more likely route. It runs through a small valley formed by four jagged outcroppings, though the distance between these features is more than wide enough to allow the deployment of a combat formation. There is a palm grove in the valley that offers good cover and concealment, while the approach out of the valley has many small folds in the ground that could provide decent fire positions. Once again looking west, from KT 02 into KT 03. The ground that the enemy would have to cross if they were to take COA2. COA3 was the one I judged to have been the most likely route of advance. It would have been the one I would have selected had I been the opposing commander. While the terrain in that half of the battlescape is generally open, it is only adequately covered by two pieces of key terrain – KT 04 and 05 – one of which was the palace itself, a position that could be easily suppressed. If the enemy were supported by indirect fires and advanced swiftly and in strength they could easily break in and roll up my flank. Exacerbating the issue is that KT 05 was, similar to KTs 01 and 02, a small rise that provided good fields of fire but unlike these former positions was isolated, offered no good options to retreat and was far more sparsely vegetated. To KT 05’s front was a sparse palm grove in low ground that could provide a good position to establish a support by fire from the enemy. KT 04, the Palace, as seen from the enemy's point of view. Due to the slope to its front the positions that could observe and fire on the enemy were few and obvious. The view from KT05 , looking west. The palm grove. High ground to the left also provided the enemy with a good position to support any thrust. Scheme of Maneuver: As a result of the near total lack of information about the enemy force’s size, composition and greater objective, I settled for a defense-in-sector. However, that does not mean I fail to select alternate battle positions. My men all had access to armoured fighting vehicles, allowing for flexibility in the sector. As I had identified several courses of action the enemy could take, I selected obvious, though strong, positions that could fire on at least two of the three expected paths of enemy attack. Further, a series of engagement areas (EAs) were identified as the sweet spot I would want to open up on the enemy with if I had the luxury of being able to hold my fire. Three battle positions (BPs) were selected. Units were distributed in the following manner: BP1: occupied by 2nd platoon (+), with a planned fall back to the cluster of buildings to the left-rear of the palace; BP2: Occupied by 3rd platoon (+), with a planned fall back into the palace itself; and BP3: Occupied by 1st platoon (+), which I had great difficulty in selecting an alternate position for – of all the positions there’s was the most precarious. Additionally, a small ‘light armoured reserve’ which consisted of the Coy second in command (2IC), the Company Headquarters’ fighting vehicles, a javelin team and miscellaneous vehicles was kept in immediate reserve in the reverse slope of the palace. I put little faith in their ability to really influence the battle. The scheme of maneuver, or rather, the battle positions. EA = Engagement areas where I hope to hit the enemy hardest. Command and Control: The left flank of the company’s line was held by the 2nd platoon, reinforced with a javelin detachment of two teams. The center was held by the 3rd platoon, reinforced only by the company headquarters, a forward observer and some marksman teams emplaced in the palace. The right was held by the 1st platoon, directly in front of what I felt was the most likely route of attack. As a result, it had the best and most immediate access to fire support. They are reinforced with a javelin team, a fires party from the supporting AS90 battery and the company’s Tactical Air Controller Party (TACP). On the subject of fires, the following assets were ultimately available to me: Light mortars, which are organic to every armoured rifle platoon; Battalion level 81mms, already on call; An AS90 battery of 4 x 155mm tubes, already on call and primed for missions; and A flight of 2 x Harriers with a light anti-tank loadout, at the time of the engagement they are ETA 5 minutes.
  10. 1 point
    Looking forward to the next iteration fella.....As soon as the delta's done, I'm at your service if needed.
  11. 1 point
    Sorry, single player just isn't near as much fun in this case.
  12. 1 point
    MikeyD

    Russian army under equipped?

    Doesn't Russia tend to steer short-stature males into the tank force because of difficulty shoe-horning 'robust' men into the fighting compartment? Add a little dairy to the national diet and the percentage of short men for the tank force drops. Female tanker wouldn't be replacing Jason Momoa-sized tankers but Tom Cruise-sized tankers. US had toyed with the idea of reduced crew and autoloader for tanks for decades but has been reluctant to do it due to the difficulty properly maintaining a tank in the field with just three crewmembers (according to an article I read long ago). Now, with Abrams hitting 70 tons the Pentagon is contemplating reducing crew count in order to drastically knock down turret weight. Perhaps the trade-off will be worth it now.
  13. 1 point
    DerKommissar

    What I'd like to see in CM3...

    Not just trenches for infantry, too. Static weapons and even vehicles get properly dug-in into the terrain. You place their occupants in set-up, and click the shovel, but you don't know where the entrenchments will spawn, exactly. Unlike in CM, where you can place the entrenchments precisely where you want them. I may be wrong, but I don't remember being able to place minefields or barbed wire in GT. I do like that dug-in troops, spawn functional ammo boxes, though. One of my favourite things about GT is the track physics they got from their tank sims. Deformations aren't only cosmetic, and vehicles will get stuck if you're not careful. Especially troublesome with AI path-finding, but quite realistic. One feature I've seen suggested for CM has been melee combat. Both GT and ToW have melee combat that's absolutely laughable. When two infantrymen bump into eachother, they get into a dance-off -- raising their hands and kicking in the air, as if they're at a rave. I find it more immersive in CM, where they just fill eachother full of lead -- in a sort of Tarantino stand-off.
  14. 1 point
    MOS:96B2P

    What I'd like to see in CM3...

    That does sound like a cool feature.
  15. 1 point
    Quite right! And you should have known better before doing it!! (We appear to share the same experiences . . . 😱) So, Battlefront, please continue developing your games as you see best. They don't call your customers "Grognards" without reason . . .
  16. 1 point
    So in other words a module I know I'm exaggerating but I think the reaction to my post supports my point that not everyone would be happy no mater what change was made.
  17. 1 point
    IMHO

    Stupendous ammo dump explosion at Krasnoyarsk

    What do you mean "covered by security provisions"? Seems like we're speaking different languages. The Treaty is the ban on nuclear tests PLUS the verification mechanism to prove the signatories do no conduct banned test covertly. So yes, you're right testing nuclear rocket engine is not prohibited but the Treaty contains the verification mechanism in the form of monitoring stations to collect data to ensure this one was a rocket engine test and not a A-bomb's. Monitoring stations network surely provide information of intelligence value but that's EXACTLY why they exist. The Treaty does not ban the collection of intelligence information - on the contrary it facilitates it. Like Open Skies treaty exists to provides a legal framework to collect intelligence data not to ban it.
  18. 1 point
    Frenchy56

    What I'd like to see in CM3...

    Yeah, Graviteam pulled it off. You can only see enemy entrenchments when your troops spot them. However fortifications (long trenchlines, pillboxes) that are permanently on the map show up at all times, you just don't know if they're occupied.
  19. 1 point
    The good thing about English humour is that you're always only halfway joking. https://warisboring.com/the-british-perfected-the-art-of-brewing-tea-inside-an-armored-vehicle/
  20. 1 point
    In the case of the Limeys, you can expect them to be able to make a decent cup of tea. The Italians are masters of the "Surrender en Masse". And the Septics will bribe every woman within 50 miles with silk stockings for a bit of how's yer father.
  21. 1 point
    IMHO

    Stupendous ammo dump explosion at Krasnoyarsk

    The problem is this situation is EXACTLY what is covered by the Treaty. Explosion, release of radioactive materials - the monitoring stations network was exactly created to verify events like this do not represent over-critical nuclear tests. So invoking this article is kinda lame IMO.
  22. 1 point
    Yes, you are probably right. Thus, that would need to be a mix between Battle Packs and Vehicle/Formation Packs, the former using the units of the latter.
  23. 1 point
    The defenders Command structure starts to suffer. Communications are bad enough, but with no formal command structure loss of key leaders leaves the units adrift. Meanwhile Assassin 1 has the frontline seats for the bombardment and Cobra runs. The Iraqi view View from Assassin 3/2's position waiting to roll forward into the dust and smoke.
  24. 1 point
    BletchleyGeek

    What I'd like to see in CM3...

    Not on the commercial engines, but Graviteam's engine does.
  25. 1 point
    Michael Emrys

    What I'd like to see in CM3...

    I notice that the exhaust smoke of Russian diesels does something like that too. Michael
  26. 1 point
    37mm

    Online magazine posted BF's game screenshot

    This is about BFC's piss-poor constellations, sub-standard starscape & non-existent (!) planets again... isn't it Steve? You mock the astrologically inclined wargaming community at your peril... ... for shame, for shame.
  27. 1 point
    That's the proper way to treat Ramadi! Good show.
  28. 1 point
    Yeah, I've been having a great experience with 4.02, so far. I went into playing the SAA with Warsaw Pact combined arms tactics, after finishing the CM:BS UKR campaign. The layered cake of artillery, tanks, ifvs/apcs and infantry, all at once, seems to be the way to go. You can't expect a NATO level of individual competence, so using NATO tactics is disastrous. In a way, this parallels a real world problem for the SAA -- few officers are trained on the intended tactics. Whenever I play a Soviet-style army, I usually spend 75% of my time arranging my perfect 5 minute battle. So, all artillery, vehicles and infantry is standing-by to for a simultaneous avalanche on the enemy's line. Best way to use low-experience troops that can't be expected stay frosty after first blood. Recon is important, but you lack Western Optics. So, you have to probe the line with scouts and scout cars, before the 5 minute battle. I use these probes a as a litmus test -- if a BRDM-2 is burning, you know not to go there. Areas of the enemy line that don't immediately destroy your scouts, can be considered schwerpunkts. These are the prime targets for your breakthrough. I believe the modern-day SAA is actually quite good at these tactics, after years of bloody field training. You can take a look at how they operate in Idlib. Spend months on probing attacks, but spend a couple of days breaking through pincers.
  29. 1 point
    danfrodo

    CMFI Rome to Victory Bones

    yeah, looking forward to FI module, but really can't wait for RT. Those late war winter battles in Hungary will be crazy.
  30. 1 point
    Aragorn2002

    CMFI Rome to Victory Bones

    One more obstacle off the road to the CMRT module.
  31. 1 point
    I just played this battle last week-end, and what i think is the most frustrating is that german got plenty of artillery, and with too much reactivity and accuracy. You are suppose to play the soviet hammer on the poor german nail. But actualy you got only a small support when german got full of mortar or medium gun battery, with veteran spotter and what it's look to be unrealistic reactivity. Roles are reversed and it's feel like a big swindle. You should play a great Behemoth, obviously you're not ... But in the other hand, it's a nice challenge, and it took me several attempts and strategies before i did a gap on the enemy line ! Finaly, this is what i call "a good game" ...
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